In light of a few comments I've gotten since this was posted I wanted to make a post to clarify a few things:
1. Yes, the file structure is correct. The folder d7 should be there. Putting the textures in their own custom folder is something plenty of modders do to avoid overwriting other files. It's cleaner that way.
2. This mod works perfectly for me. I am not experiencing slow downs or CTD, I haven't been able to replicate these issues, and I don't have the time or the knowhow to check for issues with every mod out there.
3. Please understand that I'm not a modder. These are files ported from Fallout 3 and created by someone else, who, as of 30/6/2022, is now impossible for me to contact. They should be taken as they are.
If you are experiencing any trouble, the best I can tell you is to try downloading and activating the files individually to find the culprit. Otherwise, please look for a different mod. DO NOT post about your issues in the comments because I wouldn't know how to help you.
If you're experiencing CTD while using this mod, the culprit is likely lStewieAl's tweaks (or at the very least some kind of conflict between the two). Disable bInlineVanillaFunctions in the ini.
If you are getting console errors that look anything like this - [Tweaks] Invalid BSFadeNode Detected - Linked Obj ID: 00164BEB - that's also lSteweiAI's Tweaks telling you there's a missing mesh. In order to fix it you should check on whatever item matches the id associated with the message. However, this last thing is more of a background issue. It will not damage your game or your save file.
Hello everyone). I looked at the problems with this mod for Fallout 3. The road led me here. In general. There are three problematic files ( in my game ): Data/Textures/D7/Clutter 1. lockerCabinet.dds 2. lockerCabinet_em.dds 3. lockerCabinet_n.dds and six in Meshes - all those that start with Cabinet. Deleted. The old ones remained (from the texture pack), and the problem disappeared. I could not open the doors from my bunker after installing this retexture, since the switch was placed in the closet. School desks are still not displayed. The rest seems to work fine. It's a pity, but the mod for my F3 is raw ...This all only applies to files - which are in the same mod for F3 ...The toolbox also didn't work in the F3 version, but thanks to the author of this modification I took the Meshes for the toolbox - and that's it, everything worked ). Thank you very much. P.S. I just decided to share some information, since the original mod works on two parts of the game.And to add about school desks - which you can’t even interact with and they are not signed in any way ... I hope this helps someone).
I ended up using the footlocker and safe. Really great. One suggetion if you ever update the mod. The footlocker is really reflective which imo doesn't really fit in with its rusty and deteriorated texture. It can be especially distracting in the dark for example when in motion.
Thank you for making MOD, I like it very much. This time I downloaded this new version, found a problem. In the dead money DLC, I came across a "Locker Cabinet", but couldn't pick up the items placed in it. This refers to simply placing items in "Locker Cabinet" rather than needing to be opened to pick up . Then I try to delete all the files in mod that contain "LockerCabinet", and the results can be picked up normally. At the moment I'm not sure if certain "Locker Cabinet" will have this problem, or just in the dead money DLC.
The locker cabinet can sometimes make it impossible to grab items placed on it (not inside the container, but on it). If this happens, use the console to disable the object.
That's not an issue with Dead Money, it's an issue with the cabinet. There really isn't anything I can do about it. id2301 might be able to fix it, but you'd have to contact him personally.
I had the same problem with a quest in Old World Blues. i can't pick up the quest item and had to deactivate the "Lockercabinet" too. Hope a mesh fix can be found one day :/ . Anyway your replacers are cool :).
Hey first of all I'd like to say I appreciate the time you took to port the mod to New Vegas. I would like to let you know that there seems to he something with the meshes. Now in game they work and look fine but in the console it repeatedly spams the error "Invalid BSFadeNodes Detected" then links to the I'd of a container type affected by this mod.
Like I said from my testing everything still seems to work its just that error message is still a bit concerning.
Are you are using the Loot Menu from Project Just Assorted Mods Project? I have been getting the same message and I believe it started once I installed both. This overwrites PJAMP's meshes, so that might be the reason why.
Now, if I was more skilled in this kind of thing I'd look deeper into the issue. Quite genuinely, my skills are near zero, I don't know what that message means and I wouldn't know how to fix it. I'm literally just reuploading these files. I do know that I went for one full playthrough and it didn't produce any problems, so whatever it is, doesn't seem to be cause for concern.
If you are still worried, you could try asking id2301, or maybe Yvileapsis. They might be able to figure out what's going on.
After further testing, it looks like the bug has nothing to do with this mod or with PJAMP. lSteweiAI's Tweaks appears to be the culprit. But not the mod as a whole, it seems to be one of the functions. After uninstalling the mod, the message, and some crashes I was experiencing, stopped. I can's say exactly which function though. I'll do some more testing.
EDIT: according to the bug section from lSteweiAI's Tweaks, it's not a bug with the mod. It produces that message when there's a missing mesh. So, in order to fix it you should check on whatever item matches the id associated with the message.
Aditionally, if anyone is interested, bInlineVanillaFunctions seems to be causing CTD, so I would recommend you disable it until he fixes the issue.
So I've been messing around with the mod a bit more and I've found that the 4 specific containers you mentioned having animations do not see to have animations when I loot them. I saw you referenced another modder for that fix. Should the animations already be included or should I download a mod from that author to animate them?
really appreciate these ports, dude. thanks for uploading them ppl on here can be so weird and picky about the SMALLEST things......just wanted to personally extend some thanks. i wasn't familiar with the original FO3 re-textures and honestly just do not know the process behind porting such things. shout out to you
Were you able to fix the sound issue? I had installed the Fallout 3 version of these into New Vegas and most of the container opening sounds were silent, e.g. safes, first aid boxes, etc. I ended up removing them.
@PaladinHoss I'm not a modder, dude. I simply ported someone else's excellent work so people who enjoyed it could download it directly from here and people who never go into the FO3 Nexus could find it.
If that's a deal breaker to you, just don't download it. If you think you can do it better, feel free to try. Otherwise, simply stay quiet. No one asked to hear your opinion.
Hello these's are brilliant iam installing the box and the safe one as i have some re textures for the med kit and toolbox but your new safe looks awesome straight out of western with the old combination knob so nice work.
27 comments
In light of a few comments I've gotten since this was posted I wanted to make a post to clarify a few things:
1. Yes, the file structure is correct. The folder d7 should be there. Putting the textures in their own custom folder is something plenty of modders do to avoid overwriting other files. It's cleaner that way.
2. This mod works perfectly for me. I am not experiencing slow downs or CTD, I haven't been able to replicate these issues, and I don't have the time or the knowhow to check for issues with every mod out there.
3. Please understand that I'm not a modder. These are files ported from Fallout 3 and created by someone else, who, as of 30/6/2022, is now impossible for me to contact. They should be taken as they are.
If you are experiencing any trouble, the best I can tell you is to try downloading and activating the files individually to find the culprit. Otherwise, please look for a different mod. DO NOT post about your issues in the comments because I wouldn't know how to help you.
If you're experiencing CTD while using this mod, the culprit is likely lStewieAl's tweaks (or at the very least some kind of conflict between the two). Disable bInlineVanillaFunctions in the ini.
If you are getting console errors that look anything like this - [Tweaks] Invalid BSFadeNode Detected - Linked Obj ID: 00164BEB - that's also lSteweiAI's Tweaks telling you there's a missing mesh. In order to fix it you should check on whatever item matches the id associated with the message. However, this last thing is more of a background issue. It will not damage your game or your save file.
Data/Textures/D7/Clutter
1. lockerCabinet.dds
2. lockerCabinet_em.dds
3. lockerCabinet_n.dds
and six in Meshes - all those that start with Cabinet. Deleted. The old ones remained (from the texture pack), and the problem disappeared. I could not open the doors from my bunker after installing this retexture, since the switch was placed in the closet. School desks are still not displayed. The rest seems to work fine. It's a pity, but the mod for my F3 is raw ...This all only applies to files - which are in the same mod for F3 ...The toolbox also didn't work in the F3 version, but thanks to the author of this modification I took the Meshes for the toolbox - and that's it, everything worked ). Thank you very much.
P.S. I just decided to share some information, since the original mod works on two parts of the game.And to add about school desks - which you can’t even interact with and they are not signed in any way ... I hope this helps someone).
Then I try to delete all the files in mod that contain "LockerCabinet", and the results can be picked up normally.
At the moment I'm not sure if certain "Locker Cabinet" will have this problem, or just in the dead money DLC.
If you don't know how to use the console, here it is: https://fallout.fandom.com/wiki/Fallout:_New_Vegas_console_commands
That's not an issue with Dead Money, it's an issue with the cabinet. There really isn't anything I can do about it. id2301 might be able to fix it, but you'd have to contact him personally.
Like I said from my testing everything still seems to work its just that error message is still a bit concerning.
Now, if I was more skilled in this kind of thing I'd look deeper into the issue. Quite genuinely, my skills are near zero, I don't know what that message means and I wouldn't know how to fix it. I'm literally just reuploading these files. I do know that I went for one full playthrough and it didn't produce any problems, so whatever it is, doesn't seem to be cause for concern.
If you are still worried, you could try asking id2301, or maybe Yvileapsis. They might be able to figure out what's going on.
EDIT: according to the bug section from lSteweiAI's Tweaks, it's not a bug with the mod. It produces that message when there's a missing mesh. So, in order to fix it you should check on whatever item matches the id associated with the message.
Aditionally, if anyone is interested, bInlineVanillaFunctions seems to be causing CTD, so I would recommend you disable it until he fixes the issue.
ppl on here can be so weird and picky about the SMALLEST things......just wanted to personally extend some thanks. i wasn't familiar with the original FO3 re-textures and honestly just do not know the process behind porting such things. shout out to you
As for your question, no, I didn't make a single change to the files, I'm simply porting them so people can download them here.
If that's a deal breaker to you, just don't download it. If you think you can do it better, feel free to try. Otherwise, simply stay quiet. No one asked to hear your opinion.